
BIOMETRICS
The body knows more than we think we know.
Most mental processing - including decision-making and emotional reactions - occurs unconsciously.
Biometrics play a crucial role in detecting unconscious, subconscious, and implicit decisions by measuring involuntary physical and physiological responses that occur before or without conscious decision. These technologies can be applied in neurodesign, neuromarketing and behavioral analysis, capturing data on how individuals truly react to stimuli, often revealing that people do not know themselves as well as they believe.
.BIOMETRICS
help to detect unconscious decision

.ENGAGEMENT & BIOMETRICS
Enhancing engagement in gaming industry
ELECTRIC STIMULUS
New technological devices also increase individuals’ engagement in the entertainment sphere.
Galvanic vestibular stimulation is rapidly gaining popularity in the entertainment area as a controller for people. The concept of this device is based on the idea to be connected to human vestibular system
and control their balance, thus potentially being able to move the person while playing
games such as racing.
The research was made to investigate the correlation between Galvanic Vestibular
Stimulation (GVS) and Divided Attention.
EYE TRACKING
Analyzing where a person looks, fixating duration, and pupil dilation
(pupilometry) in order to measure visual attention, interest, and cognitive load.
HEART RATE, HEART RATE VARIABILITY & SKIN CONDUCTANCE LEVELS
Measuring an enhancement of fear and anxiety in a first person survival horror game by exposing the player to an infra-sound source while playing. Collecting biometrics from heart rate and it's variability together with skin conductance levels. It is not easy to measure emotions, this is why skin conductance levels measurement is a good approach to detect changes in person's emotional state.
EEG (BRAINWAVE HEADSETS)
Tracking electrical brain activity to pinpoint cognitive engagement, stress, and fatigue.
BEHAVIORAL BIOMETRICS
Tracking patterns in mouse movements, typing speed, and touchscreen interactions to identify user engagement and intent.


While studying I had an opportunity to work and run experiments in a real Virtual Reality Lab. VR MediaLab is the Aalborg University Centre for Virtual Reality and Interactive Media. It was inaugurated in August 1999 with unique computing and visualisation facilities in a dedicated building complex of NOVI, the Science Park of Aalborg University. The VR-facilities comprise an sgi super computer (16 cpu's, 6 graphics pipes) and three visualisation arenas: (6-sided CAVE; Panorama screen of 160 dg., 7.1 m diameter; and 3D Power Wall, 8 m wide).
Ever since the dawn of space travels it has been a dream of many a child to explore the vast emptiness that is the universe. In space, one can imagine limitless possibilities of perceiving spaciousness and the chance to experience things that are not possible on the Earth, for example flying through a limitless open space observing extraterrestrial surroundings. In this project we used virtual reality as a tool for transporting individuals to outer in order to remove the spatial boundaries that surround them in the real world.
Our initial solutions for expanding the spaciousness were constrained by the confinements of the size of the laboratory. The area, in which it was possible to track a person in 3D with the required fidelity, was limited to 1m2 . We took inspiration from other projects that were doing research in ways of expanding an explorable area in virtual reality, but we found that none of them were dealing with areas as small as 1m2. So we decided to design and implement our own solution for expanding the sense of spaciousness in such a small area by immersing an individual into a virtual environment. Our system allowed users to fly between and explore worlds while playing a simple game: collecting artefacts. We were hoping that the notion flying from place to place would immerse people into the virtual environment to such an extent that they forget the confinement and physical constraints of the laboratory space.
This project took a look at possible ways of reducing the limit that tracking environment forces us to think about. The theory and practical applications of moving between different parts of the world by means of flying were explored with the hope that this would help the user of the system forget that there is only a small area one can move in.
.VIRTUAL REALITY
increasing spaciousness